YuanRong · published
Character Skills, Personalities and Military Doctrines
Reworked several infantry, ranged and cavalry doctrine paths, adding support, relief and position swapping, stepping back after firing, and cavalry regrouping.
Revised cavalry skill paths for impact, mobility, pursuit and mounted archery. Added cavalry assault and recovery tactics.
Adjusted character attributes: Intellect affects accuracy and armor penetration; Planning affects initiative and AP. The final AP cap is 16.
Added “Resource Priority” to the medical path. Spend more medicine to improve the chance of saving higher-tier soldiers after battle.
Reworked role effects for all 16 personalities. Commander and officer personalities modify their effective attributes while appointed; NCO personalities directly affect their assigned formations. These effects now appear in character details, appointment previews and the encyclopedia.
Combat and Loot
Rebalanced armor damage reduction and skill penetration, giving bows and crossbows, firearms, lances, axes and hammers, and siege engines different capabilities against armor.
Generic archers now use basic shooting and no longer need to reload.
Adjusted defensive structures’ damage, range and penetration. Arrow towers and fire-arrow towers gain arrow-rain suppression; regular arrow towers can knock targets back.
Adjusted AI decisions for personal skills, doctrine actions, ranged firing positions and repositioning wounded units.
When allies join a battle, ordinary loot and directly captured gold are divided according to the player’s and allies’ shares of pre-battle strength. Manual battles and auto-resolve use the same rules.
World Map and Economy
Adjusted how lord armies muster, reinforce, resupply, retreat and defend settlements.
The number and tier of roaming bandit forces depend on security in their source city. Roaming bandits and wild beasts continue to replenish.
Player-created formations use templates from the player’s culture and generic templates. Complete mercenary companies can still be hired across cultures.
Market cash reserves reset weekly based on the combined prosperity of a city and its dependent villages. Trade goods now display reference prices.
Taverns can now refresh unrecruited companions, with the cost shown before confirmation.
Reorganized business ownership, ownership transfer rules and daily production information. Production lists now support horizontal scrolling.
Marching-speed tooltips now show the mounted headcount calculation and the specific effects of troop numbers, carried weight, terrain and other factors.
Encyclopedia, Interface and Performance
Added a field handbook with 64 entries covering marching, supplies, recruitment, combat, cultures and more.
Adjusted skill-tree font sizes, connections and mutually exclusive markers. Long tooltips expand to fit their contents and can be scrolled when they exceed the screen.
Standardized skill, equipment, character attribute and encyclopedia descriptions across all nine languages.
Reduced repeated calculations in world-map army decisions, pathfinding, task queries, patrol demand and lords’ war assessments.
Optimized daily and weekly processing and settlement information refreshes to reduce stuttering as the world advances.
Bug Fixes
Combat and characters:
Fixed marching-speed and soldier combat XP bonuses from multiple appointed characters not stacking correctly.
Fixed some campaign skill bonuses not taking effect promptly after appointing officers or NCOs.
Fixed invalid attribute calculations on some world-map officers affected by personality or equipment penalties, which could interrupt world progression.
Fixed medical rescue and recovery bonuses not stacking correctly.
Fixed rescued soldiers still appearing as dead in battle reports.
Fixed some ranged units repeatedly ending their actions despite having ammunition and being able to move.
Fixed dispersed formations not correctly reducing projectile area damage.
Fixed post-battle Organization exceeding its cap, which could prevent returning to the world map.
Tasks, world map and saves:
Fixed caravan escort tasks failing to complete after arrival because the destination market lacked cash or the caravan had unsold goods.
Fixed escorting caravans being incorrectly treated as stationary, preventing skills that require marching from taking effect.
Fixed task refreshes retaining outdated task records and causing incorrect target queries.
Fixed armies returning to replenish continuing to follow old routes instead of promptly replanning their return destination.
Fixed a lord’s daily processing consuming other lords’ army food more than once.
Fixed active troop numbers potentially exceeding the new capacity after training, equipment changes or learning capacity-related doctrines.
Fixed world simulation errors when rebuilding a defeated noble army coincided with daily processing.
Fixed saving or entering battle prematurely resolving other ongoing world-map battles.
Fixed certain special contracts reappearing after completion, and incorrect troop counts on the save screen.
Markets, taverns and interface:
Fixed an error when opening the world-map bonus breakdown with a daily training XP bonus active.
Fixed list selection, details and tooltips not refreshing correctly after trading.
Fixed repeated price calculations in market previews causing sluggish interactions in large markets.
Fixed the companion-refresh confirmation remaining over the interface and buttons staying disabled after cancellation.
Fixed clipped skill, equipment and role-effect descriptions, and tooltip text using only half the available width.
Fixed overly thin skill-tree connections and mutually exclusive markers, and text becoming difficult to read when zoomed out.
Fixed incorrectly displayed colored text in the encyclopedia.
Corrected cavalry impact, equipment bonus and character attribute descriptions, along with some Japanese point terminology. Removed outdated Charisma descriptions and other translation errors.